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display.go
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display.go
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// display
package main
import (
"log"
"math/rand"
"github.com/donomii/govox"
"github.com/go-gl/mathgl/mgl32"
voxfile "github.com/tbogdala/Voxfile"
)
type MarkovRule struct {
From []int
To []int
}
func DoRule(tiles int, direction int, pos []int, rule MarkovRule, maze, mazeB [][][]int) bool {
i := pos[0]
j := pos[1]
k := pos[2]
switch direction {
case 0:
if k < tiles-3 && maze[i][j][k] == rule.From[0] && maze[i][j][k+1] == rule.From[1] && maze[i][j][k+2] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i][j][k+1] = rule.To[1]
mazeB[i][j][k+2] = rule.To[2]
return true
}
return false
case 1:
if j < tiles-3 && maze[i][j][k] == rule.From[0] && maze[i][j+1][k] == rule.From[1] && maze[i][j+2][k] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i][j+1][k] = rule.To[1]
mazeB[i][j+2][k] = rule.To[2]
return true
}
case 2:
if i < tiles-3 && maze[i][j][k] == rule.From[0] && maze[i+1][j][k] == rule.From[1] && maze[i+2][j][k] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i+1][j][k] = rule.To[1]
mazeB[i+2][j][k] = rule.To[2]
return true
}
case 3:
if k > 3 && maze[i][j][k] == rule.From[0] && maze[i][j][k-1] == rule.From[1] && maze[i][j][k-2] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i][j][k-1] = rule.To[1]
mazeB[i][j][k-2] = rule.To[2]
return true
}
case 4:
if j > 3 && maze[i][j][k] == rule.From[0] && maze[i][j-1][k] == rule.From[1] && maze[i][j-2][k] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i][j-1][k] = rule.To[1]
mazeB[i][j-2][k] = rule.To[2]
return true
}
case 5:
if i > 3 && maze[i][j][k] == rule.From[0] && maze[i-1][j][k] == rule.From[1] && maze[i-2][j][k] == rule.From[2] {
mazeB[i][j][k] = rule.To[0]
mazeB[i-1][j][k] = rule.To[1]
mazeB[i-2][j][k] = rule.To[2]
return true
}
}
return false
}
func ApplyRule(tiles int, maze, mazeB [][][]int, rule MarkovRule, step bool, maxChange int) int {
changed := 0
for i := 0; i < tiles; i++ {
for j := 0; j < tiles; j++ {
for k := 0; k < tiles; k++ {
order := []int{0, 1, 2, 3, 4, 5}
//Permute array to random order
for ii := range order {
jj := rand.Intn(ii + 1)
order[ii], order[jj] = order[jj], order[ii]
}
//log.Printf("Order: %v", order)
//order = order[:1]
done:
for _, dir := range order {
if DoRule(tiles, dir, []int{i, j, k}, rule, maze, mazeB) {
changed++
break done
if step {
if changed > maxChange {
return changed
}
}
continue
}
}
}
}
}
return changed
}
func AddMarkov(edgeLength int, pos Vec3, wall *voxfile.VoxFile, maze [][][]int, blocks voxMap) {
log.Printf("Adding markov, edgeLength: %d", edgeLength)
for i := 0; i < edgeLength; i++ {
for j := 0; j < edgeLength; j++ {
for k := 0; k < edgeLength; k++ {
x := uint8(i)
y := uint8(j)
z := uint8(k)
switch maze[i][j][k] {
case 1:
blocks[x][y][z].Active = true
blocks[x][y][z].Color = mgl32.Vec4{1.0, 0.0, 0.0, 1.0}
case 2:
blocks[x][y][z].Active = true
blocks[x][y][z].Color = mgl32.Vec4{0.0, 1.0, 0.0, 1.0}
case 3:
blocks[x][y][z].Active = true
blocks[x][y][z].Color = mgl32.Vec4{0.0, 0.0, 1.0, 1.0}
}
}
}
}
}
func AddMaze(size int, pos Vec3, wall *voxfile.VoxFile, maze [][]int, blocks voxMap) {
imin := pos[0] - tileRadius
kmin := pos[2] - tileRadius
tileWidth := size / tiles
for i := 0; i < tiles; i++ {
for k := 0; k < tiles; k++ {
if maze[i+imin][k+kmin] == 1 {
magica2govox(size, Vec3{tileWidth * i, 0, tileWidth * k}, wall, blocks)
}
}
}
}
func AddMonster(size int, pos, player Vec3, eye *voxfile.VoxFile, blocks voxMap) {
x := pos[0] - player[0] + tileRadius
y := pos[2] - player[2] + tileRadius
if InView(player, pos) {
magica2govox(size, Vec3{size / tiles * x, 0, size / tiles * y}, eye, blocks)
}
}
func ClearDisplay(size int, blocks voxMap) {
mapBlock(size, func(b govox.Block, i, j, k int) govox.Block {
b.Active = false
return b
}, blocks)
}